v11.13.19a
Fighter
Starting Skills: Basic Martial Skill, Cloth Armor, Leather Armor, and Chain Armor Proficiency. Choose one of the following: Short Weapon and Basic Shield Skill, Short Weapon and Two Weapon Style, Projectile Weapon, Short Weapon and Thrown Weapon, or Great Weapon.
Lvl | Spikes | Spike Dmg | Bonus Powers | LP | CP |
1 | 1 | 1 | Choose two 1st level Fighter Powers. One must be a Utility Power. | 2 | +2 |
2 | 2 | 2 | Choose two Fighter Powers of 2nd level or lower. One must be a Utility Power. | 2 | +2 |
3 | 2 | 2 | Choose two Fighter Powers of 3rd level or lower. One must be a Utility Power. | 3 | +2 |
4 | 3 | 2 | Choose two Fighter Powers of 4th level or lower. One must be a Utility Power. | 3 | +2 |
5 | 3 | 3 | Choose two Fighter Powers of 5th level or lower. One must be a Utility Power. | 4 | +2 |
6 | 4 | 3 | Choose two Fighter Powers of 6th level or lower. One must be a Utility Power. | 4 | +2 |
There are those that choose the path of battle. Some are heroes, others are thugs, but all who choose this path live and die by the sword. The Fighter is one such. He is an expert with weapons and in battle and his skills are specifically tailored to fighting. Of all the paths available to an adventurer, Fighter is the broadest. Whether one is a street-rat who has earned his way by murder and robbery or a valiant warrior serving the causes of justice and light, one can easily fit into the role of the Fighter. For skill in battle and deadly effectiveness, the Fighter is ultimate.
Throughout history there have been hundreds of thousands of fighters. They are the soldiers that stand on the front lines and in the War Councils of every war since the dawn of humankind. There are no stereotypical fighters. They range from the likes of Rene Descartes, a philosopher/mathematician and soldier of fortune to the legendary Odysseus. There have been great fighter-generals too, like Hannibal of Carthage, Alexander the Great and, from fantasy literature, Conan of Atlantis and Caramon Majere. Many soldiers, historically, were trained with polearms to fight in huge lines at the front of the army. Usually, each village or town had its own special style of pole-arm; the weapons of a man showed his homeland. The fighter is the Everyman hero.
Fighters in the swords and sorcery worlds of Geas are those whose abilities center almost entirely around combat. They have few of the out-of-battle abilities that other classes have, but they make up for it in plain old battle effectiveness.
Fighters can be found in almost any kind of garb. Most feel most comfortable in armor and with a weapon or three by their side, but some prefer agility and speed to heavy armors and protections. Practical clothing, loose and easy to fight in, is always advisable.
1st level Fighter Powers
Fortitude
Incantation: None
Call: “Fortitude”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Skill Effect: Heal, Cure Disable
After the character has taken a Disable Effect, she can Heal 1 point and Cure one Disable Effect on herself.
Holding On [Utility]
Instead of choosing a Power, the Fighter can take Holding On (300 slow count to die instead of 180) as a bonus Advantage.
Precise Strike
Incantation: None
Call: “Wounding [x]”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: Skill Effect: Wounding
The character can expend a Spike to do one melee attack that will do Wounding damage equal to her Spike damage.
Raging Blows
Incantation: None
Call: “Shield-Breaking”
Target: Shield Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: Skill Effect: Shield-Breaking
If wielding a great weapon with two hands, the character can do two successive Shield-Breaking attacks without expending a Spike. Remember that Shield-Breaking attacks should only be called if the attack hits a shield, and has no effect on anything but shields.
Resilience
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh:NA
Accent: None Effect: NA
The Fighter has one additional Life Point. This Power can only be taken once.
Rest [Utility]
Incantation: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: Skill Effect: Special
After the character has been dying for a Slow Count of 120, she can heal herself for 1 Life Point. Note that this Power can be used at any time after the Fighter has been dying for at least 120 seconds. The character need not be conscious to use this Power.
Soldiery Skill [Utility]
Instead of choosing a Power, the Fighter can take Apprentice Profession as a bonus skill. The character may choose between Soldier, Mercenary, Gladiator, and Bounty Hunter.
Smite
Incantation: None
Call: “[X]” or “Shield Breaking”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: Skill Effect: None
The character can make an attack that does their Spike damage +1 additional point of damage. This does not use a Spike. If the character is using a Great weapon, this Power can instead be used to do a Shield-Breaking attack.
2nd level Fighter Powers
Armored Shell
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh:NA
Accent: None Effect: NA
Whenever the Fighter is wearing at least 1 Armor Point of physical armor, she gains one additional point to her maximum Armor Points. This Power can only be taken once.
Disabling Strike
Incantation: None
Call: “Disable [Limb]”
Target: Individual Duration: Permanent
Delivery: Weapon Refresh: Short Rest
Accent: Skill Effect: Disable
While striking an opponent or their equipment with a weapon, the character should call out “Disable [Limb]”. If the Disabling Strike is used while hitting a limb, that limb must be the one identified. If the Disabling Strike is used while hitting a piece of equipment, a limb holding that equipment must be the one identified. If the Disabling Strike hits some other target (body, cloak, etc.) the Fighter may identify any one limb.
Fighter’s Needs
Incantation: None
Call: “Heal [X]”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Heal
Immediately after being healed, the Fighter may echo that healing, healing herself for the same amount. So after taking three points of healing from a Cleric, she could use this power and call “Heal 3” to heal herself three more points.
Gauging Strike [Utility]
Incantation: None
Call: “Discern: Max Armor Points”, “Discern: What is your Spike damage?”, “Discern: Maximum Life Points and maximum Armor Points”, “Discern: Total Levels”, “Discern: What is a single Vulnerability you have?”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Immediate
Accent: Skill Effect: Discern
By engaging an opponent, the Fighter can learn things about the other’s fighting style and capabilities. With a strike, she can Discern the opponent’s maximum Armor Points or the opponent’s Spike damage. Characters with 3 or more levels in Fighter can Discern both maximum Life Points and maximum Armor Points. Characters with 5 or more Fighter levels can Discern the total levels (or level equivalent) of the target. Finally, characters with 7 or more Fighter levels can Discern a single Vulnerability of the target. Each blow can be used to ask one question. Note that, in mass melees and high pressure/speed situations, it may be impossible to Gauge things properly and no or erroneous answers may occur.
Parry Blow
Incantation: None
Call: “Parry Blow”
Target: One Blow Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Skill Effect: Counter
Parry Blow is a counter to any melee attack called against its user, including weapon-delivered Effects. Upon being struck with a successful blow, the player should call ‘Parry Blow’ and ignore all effects of the hit as if it had not occurred.
Reload [Utility]
Incantation: None
Call: “Insubstantial”, “Dispel Insubstantial”
Target: Self Duration: Special
Delivery: None Refresh: Short Rest
Accent: Skill Effect: Insubstantial, Dispel
The fighter can only use this ability after moving off to a location removed from combat. She then goes insubstantial and can return to the battle and collect projectile ammunition or thrown weapons. Once she has collected six, or has decided that she has enough, she can return to her original location and Dispel her Insubstantial Condition. While insubstantial the fighter can do nothing besides collect projectile ammunition or thrown weapons and return.
Shoulder [Utility]
Incantation: None
Call: “Shatter [Target]”
Target: Door, Wall, or other obstacle Duration: Instantaneous
Delivery: RP Refresh: Short Rest
Accent: Skill Effect: Shatter
By taking a running start and putting her shoulder into a door, wall, or other immobile object, the Fighter can cause a Shatter effect against it by force of pure strength. Care should be taken by the player not to damage any actual property.
3rd level Fighter Powers
Bowyer [Utility]
Incantation: Focus Quick 100
Call: None
Target: Projectile Weapon Duration: Instantaneous
Delivery: RP Refresh: Short Rest
Accent: Skill Effect: Rebuild
The Fighter can spend a Quick Count of 100 Rebuilding a projectile weapon (such as a bow or crossbow) that has been shattered.
Fighter’s Strength [Utility]
Incantation: Focus Quick 100
Call: None
Target: Self Duration: Short Rest
Delivery: None Refresh: Long Rest
Accent: Skill Effect: Strengthen
By spending a quick 100 concentrating, the Fighter can boost his strength for a short while, gaining the Strengthened Condition. This will let him use Great Weapons with a single hand as if she had two hands on it, or use two Long weapons simultaneously (with the proper Skills).
Heavy Armor [Utility]
Instead of choosing a Power, the Fighter can take the Heavy Armor Proficiency as a bonus skill.
Quick Lesson [Utility]
Incantation: None
Call: “Grant +[Number] Spike damage on one Spike”
Target: Individual Duration: Until used
Delivery: RP Refresh: Short Rest
Accent: Skill Effect: Grant Plus Spike Damage
The Fighter can spend a minute or two showing another character tricks with a weapon. After this short lesson, the other character gains a bonus to their Spike damage for one Spike. The bonus is +1 for teachers who have 1-4 Fighter class-levels, +2 for teachers with 5-8 Fighter class-levels, and +3 for teachers with more than 8 Fighter-levels.
Lock Down
Incantation: None
Call: “Root”
Target: Individual Duration: Special
Delivery: Weapon Refresh: Short Rest
Accent: Skill Effect: Root
The Fighter can make melee attacks that Root those she hits. As long as she keeps her right foot planted, as if rooted, she can swing “Root, Quick 100” at-will.
Second Wind [Utility]
Incantation: Focus Quick 30
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh:Short Rest
Accent: None Effect: Heal
The Fighter can expend a Spike to heal herself for 2 Life Points.
Shake it Off
Incantation: None
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: None
The Fighter can reduce one Effect with a duration of Quick 100 or Short Rest to a Quick 30. When the duration ends, the character must let out a bellow, yell, or cry before taking any other actions. This can reduce the duration of Effects caused by the Fighter’s own Powers, such as Grit.
4th level Fighter Powers
Brutal Blow
Incantation: None
Call: None or “Wounding [X]” or “Shield Breaking”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Long Rest
Accent: Skill Effect: None or Wounding or Shield Breaking
The character can use a Spike that does +3 points of damage. If the character is using a Great weapon, the Fighter may choose to do only +2 damage (rather that the great weapon’s normal +1 damage), but make it a Wounding Effect. The call in that case would be “Wounding [Spike damage +2]”. Alternatively, if the character is wielding an axe, hammer, mace, or great weapon, the Fighter may choose to do a Shield-Breaking attack instead, even with only one hand.
Twin Shot
Incantation: None
Call: Special
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Skill Effect: None
The character can fire two projectiles in succession that are identical. After firing a projectile that the Fighter wishes to copy, she should call “Twin Shot” and then fire the second. No other Powers or attacks can be used between the two arrows. The second shot will mimic the first and have the exact same Call but will not expend any Powers or uses other than Twin Shot. The second shot may have a different target.
Fighter’s Constitution
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: Skill Effect: None
Whenever the character is given healing for two or more Life Points, she heals an additional two Life Points. Thus, two points of Healing would heal the Fighter four. Nine points of Healing would heal the Fighter 11 Life Points.
Great Shield [Utility]
Instead of choosing a Power, the Fighter can take the Great Shield Proficiency as a bonus skill.
Grit
Incantation: None
Call: “Grit”
Target: One Damaging Packet Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Skill Effect: Counter
The Fighter, though pure dedication, toughness, or sometimes concentrated hatred, can ignore the damage from one damaging packet (spell-ball or spell-packet) that hits her. This is a Counter against damaging packets, but using it will cause the Fighter to be drained for a Quick Count of 100 as she shakes off the devastating damage.
Resolve
Incantation: None
Call: “Resolve”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Skill Effect: Counter
After being affected by a Power or attack that would take the character to 0 Life Points or kill the character, the character may call “Resolve” and Counter that Power or attack.
Thick Skin
Incantation: None
Call: “Protect”
Target: Self Duration: Short Rest
Delivery: None Refresh:Short Rest
Accent: None Effect: Grant Protect
After each Short Rest, the Fighter automatically gains a Protect vs. Weapons (any Weapon Delivered Effect or damage). This Protect will last until used or until the completion of a Short Rest. The Fighter should call “Protect” when she uses the Protect to Counter a Weapon attack.
Weapon Instructor [Utility]
Incantation: None
Call: None
Target: Individual Duration: Until Long Rest
Delivery: RP Refresh: Long Rest
Accent: Skill Effect: NA
After spending at least 5 uninterrupted minutes instructing another character in the use of a particular weapon or shield type that the Fighter has proficiency in , that individual gains proficiency with that weapon until the next time they take a Long Rest. See the Combat chapter for weapon types.
5th level Fighter Powers
Armored Shell II
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh:NA
Accent: None Effect: NA
Whenever the Fighter is wearing at least 1 Armor Point, she gains one additional point. This Power can only be taken once.
Lessons from Scars [Utility]
Instead of choosing a Power, the Fighter can take any combination of two Lore or Profession skills that relate to her life as a warrior.
Eviscerating Blow
Incantation: None
Call: Damage
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Long Rest
Accent: Skill Effect: None
The character can do a single blow with a melee weapon that does 10 additional points of damage. This damage does not change the damage type or anything about the attack. If this Power is Countered, it can be attempted again once immediately (i.e. before other attacks are made or Powers are used). The target of the second attempt need not be the same, but if it is Countered again, it is expended as usual.
Disengage
Incantation: None
Call: “Repel Quick 100” or “[Name or Description] Repel Quick 100”
Target: Individual Duration: Quick 100
Delivery: Weapon or Verbal Refresh: Short Rest
Accent: None Effect: Repel
The Fighter can either make a weapon attack and cause the target to stay away from her for a short time, or, if she has a thrown or projectile weapon in hand when the Power is used, can use this Power with a Verbal delivery instead, indicating the target’s name or description to cause them to be repelled.
Aggravate
Incantation: None
Call: “Taunt 3”
Target: Individual Duration: Permanent
Delivery: Weapon Refresh: Short Rest
Accent: Skill Effect: Taunt 3
Gaining the full attention of an opponent, the Fighter can strike with a blow designed to enrage and focus the opponent on herself. Remember that Taunt is only resolved by striking un-Countered blows.
Patch Armor
Incantation: Focus Quick 100
Call: None
Target: Self Duration: Instantaneous
Delivery: RP Refresh: Long Rest
Accent: Skill Effect: Mend
The character can spend a quick count of 100 patching her own armor. The Fighter can do a total of 15 points of Mending throughout the day. Any amount of Mending may be done with any one usage of this Power.
Throat Shot [Utility]
Incantation: None
Call: “Silence until Healed”
Target: Individual Duration: Until Healed
Delivery: Weapon Refresh: Short Rest
Accent: Skill Effect: Silence
The character can strike another in the throat or vocal chords (for those creatures without a throat) and cause it to go quiet. This lasts until the Silenced Condition is Cured or until the creature gets any healing. The strike should not actually target the player’s throat.
6th level Fighter Powers
Archer’s Eye
Call: “Wounding [x]”
Incantation: None
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Long Rest
Accent: Skill Effect: Wounding
Once used, the Fighter can continue to use this power until they take a Short Rest. The Fighter, while using a projectile weapon, can aim for a Quick count of 30, rather than 10, and add the Wounding Effect to her shots.
Break the Wall
Incantation: None
Call: “Shield-Breaking” or “Shatter Shield”
Target: Shield or Individual Duration: Instantaneous
Delivery: Weapon Refresh: Long Rest
Accent: Skill Effect: Shield-Breaking or Shatter
Once used, the Fighter can continue reuse this until a Short Rest or they break a shield with it. This power allows the Fighter to swing the Shield-Breaking Effect.. If the character is using a Great Weapon, this Power will, instead, allow the Fighter to expend Spikes to do a “Shatter Shield” Effect if she hits a shield, until she has completed a Short Rest.
Breech
Incantation: Focus Quick 30
Call: “Insubstantial”
Target: Self Duration: Slow 10 count
Delivery: None Refresh: Long Rest
Accent: Skill Effect: Grant Insubstantial, Slow, Cure
After a moment’s focus (Quick 30) the character can make cause herself to go insubstantial for a Slow Count of 10. During this time, although insubstantial, the character is also slowed. The Power is often used to get past enemy lines, especially through tight, guarded doorways. While the character is insubstantial, she needs to be very careful not to push past others, especially given the limited duration of the Power. At the end of the Count, she should call “Cure Insubstantial”.
Evade
Incantation: None
Call: “Evade”
Target: One attack with a Weapon or Packet (Spell-ball or Spell-packet) Delivery
Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Skill Effect: Counter
Evade is a counter to any attack made with a Weapon or Packet (Spell-ball or Spell-packet) delivery. Upon being struck with such an attack the player should call ‘Evade’ and ignore all effects of the attack as if it had not occurred.
Improvised Weaponry [Utility]
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Fighter can use any weapon to do damage and block as if she had proficiency with the weapon. If she does not have the appropriate skills, she cannot use Spikes with that weapon (or use Powers that require the use of Spikes).
Defensible
Call: None
Incantation: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Fighter can have a two points of Shielding above the normal maximum. Usually, that maximum is three, which would allow the Fighter to stack up to five points of Shielding at once.
Plate Mail [Utility]
Instead of choosing a Power, the Fighter can take the Plate Mail Armor Proficiency as a bonus skill.
Shot Placement
Incantation: None
Call: “Wounding” or “Piercing”
Target: One attack Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Skill Effect: Special
The Fighter can add the “Wounding” Effect to any attack Power that does not already cause an Effect. Alternatively, the Fighter can change any Wounding Effect to Piercing.
Terminal Strike
Incantation: None
Call: “Piercing 3 Final”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: Skill Effect: Piercing
The Fighter can throw a strike that is unblockable, and uncounterable. This blow always does 3 points of damage and this cannot be altered.